With this patch, we provide a lot of important bug fixes along with some tweaks based on your feedback. The more important and serious tweaks you can expect to see next week. Make sure to check out our devblog this Friday to have a sneak peek on what we’re going to release!

Patch Notes (ver. 0.20.7.5):

New Features and Tweaks:

Repair ability is now allowed during JH. We also plan to implement that repairs will not be available if there is a “burning” Level 3 outpost present in a neighboring fief

Some combat tweaks:

---Melee---

Parry against a normal hit no longer provides stun to the attacker

Successful parry decreases the attacker's soft stamina by 30 points

Successful parry removes possibilities of a wound, fracture or stun for the one who has parried

Parry drops the attacker's combo only on the second hit(so if the first hit was parried attacker still can continue combo)

No wound, bleeding or fracture can be received from a hit with less than 5 damage

Nordic Sword(556)

Thrust damage multiplier decreased from 3.75 to 3.65

Fire speed multiplier increased from 1.0 to 1.05

Recoil speed multiplier increased from 1.0 to 1.05

Gross Messer(565)

Swing damage multiplier increased from 1.3 to 1.35

Fracture multiplier increased from 0.3 to 0.6

Prefire speed multiplier increased from 1.0 to 1.05

Fire speed multiplier decreased from 1.1 to 1.05

War Axe(567)

Swing damage multiplier increased from 1.41 to 1.43

Recoil speed multiplier decreased from 1.1 to 1.0

Maul(583)

Prefire speed multiplier decreased from 1.3 to 1.2

Recoil speed multiplier decreased from 1.6 to 1.45

Spear(591)

Prefire speed multiplier increased from 0.7 to 0.8

Recoil speed multiplier increased from 0.7 to 0.9

Boar Spear(592)

Recoil speed multiplier increased from 0.8 to 1.0

Awl Pike(593)

Prefire speed multiplier increased from 0.8 to 0.9

Recoil speed multiplier increased from 0.7 to 0.9

---Ranged---

Heavy Crossbow(606)

Reload speed multiplier decreased from 1.6 to 1.5

Beehives can now be built with any hammer

Any thick or thin leather should be available in simple recipes

Fixed pregnant animals age. Now they will not change the type to the old animal until the gave birth

No more 60 skill level limitation for getting XP while hitting the training dummy and archery target

Updated the mill outpost crops production list

Newly harvested crops can be used as food in stables

Outposts should now have correct production rate depending on their level. Level 3 outposts now have full production rate, level 2 outposts roughly half of the production rate, and level 1 outposts 1/4th of the normal production rate.

Outposts that are being upgraded should now be properly accessible for interaction, their support, and general management.

Warhorses can now be trained from Q30 horses. Spirited, hardy and other types of specialized warhorses can be trained out of Q40 horses.

Special protective lands (around starting villages, native camps and GMs island etc) have another color now

Slight visual updates for the Newbie island environment

Hunger bar will always be visible now. It was causing some confusion among new players.

Added Mamon Sokol NPC in the south-eastern Godenland’s Starting village in order to honor the real-life death of one of our strongest game fans and supporters

Implemented proper visuals for level 2 and 3 outposts that are being upgraded

Bug Fixes and Optimizations:

Fixed a skill leveling bug where some users could not level up their skill after it was dropped to zero upon death

Fixed a bug where the visual XP pool was not full, but the game would not allow any more XP

Fief related access rights should work properly now after a client reconnect

Fixed a problem we had with the PT time zone in JH

Fixed the breeding tick duration. Now it should be equal to the game day.